Thread: Traps, again
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Old February 17, 2017, 14:28   #29
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 46
Posts: 1,180
Sky is on a distinguished road
So lets find a middle ground.

Detect does not mean disarm. Slow down the rods, forcing more carry weight and more resting, or face potential traps.

Increase the damage from irrelevant to significant.

Lower the disarm rate by class+race.

Add some new swag traps.

There you have it, a tweaked version of 4.5 where traps are now relevant, without annoying the player or breaking the game.
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